Runarcana

Part 4 · Monsters & Creatures

Noxian Risen

“We have an irregular case among us. While most of the resurrected abhor their return to life, this one seems to understand his fortune and appreciate the opportunities that come with it. Interesting.” – Dr. Esslanger’s notes

Thanks to hemomancy, Noxus has become able to produce truly unstoppable warriors, capable of returning even after suffering lethal wounds, though they seem to be in a constant state of suffering, as if they felt pain even when they aren’t being struck.

Risen Statblocks

Risen Grenadier

CategoryGrunt
CR5

Undead - Humanoid, Blood, Medium

HP37 (8d8+5)
AC16 (Armor)
DR1 (Armor)
Proficiency+3
Initiative+1
Attributes
STR: 15+2
DEX: 13+1
CON: 14+2
INT: 7-2
WIS: 8-1
CHA: 100
Additional
Senses
Darkvision 60 feet, Passive Perception 9
Speed
30 feet of walking
Skills
Athletics +5
Languages
Noxian, Ochnun
Experience
Collective250
Individual84

Saving Throws: Constitution +5

Damage vulnerability. Radiant damage and Physical damage from weapons coated with or made of silver

Damage resistance. Psychic damage, simple Physical damage, and Necrotic damage.

Damage immunity. Poison damage.

Condition immunity. Bleeding and Exhaustion.

Descycle. When reduced to 0 hit points, the Risen Grenadier must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. This effect isn't triggered if it's destroyed as a result of sources that directly interact with the destruction of undead, such as the Spiritual Rite Acolyte's "Liturgy: Destroy Undead."

Crimson Flow. When the Risen Grenadier deals damage, it gains 1 Blood Marker up to a maximum of 3; these markers can be used to activate specific characteristics. When it takes damage, the Risen Grenadier automatically gains 2 Blood Markers.

Devotee of Explosions. While under the Scorched condition, the Grenadier adds the Scorched value to its maximum Blood Marker limit. Additionally, whenever it takes fire damage from the condition, the Grenadier gains half the damage taken (minimum 1) as Blood Markers. While Scorched, the additional damage granted by the markers becomes Fire damage.

Familiar with Death. The Risen Grenadier has a natural volatility in its essence, having 3 Exposure points, but dealing 1 additional Necrotic damage on its attacks for each Blood Marker it has, and its AC and attack rolls increase by +1 for every 2 Blood Markers it has.

Reanimation. Upon reaching 0 hit points, the Risen Grenadier can use its reaction to spend all accumulated markers and burst into a fury, gaining 4 times the number of markers as temporary hit points; while these temporary hit points are active, it deals double damage on melee and ranged attack rolls, and becomes immune to debilitating conditions. Once activated, this characteristic can't be used again.

Object Manipulation. The Risen Grenadier is able to carry and wield equipment and can add its proficiency bonus to attack rolls made with that equipment.

Disposable. The Risen Grenadier takes double damage from effects or spells with a failure that aren't based on Constitution. Even if it succeeds on an effect or spell with a failure that isn't based on Constitution, it takes full damage instead of only half.

Timed Explosion (Count 2). The Grenadier lights the fuse of one of its Grenades at the start of its turn, with the counter decreasing by 1 at the end of each turn and causing the Grenades' critical range to decrease by 1 for the duration. Landing a critical hit during this period resets the counter. If the counter reaches zero, creatures within a 10-foot radius of the Grenadier must make a DC 15 Dexterity saving throw; on a failure, the creature takes 5d6 Fire damage and gains the Scorched condition, taking 1d6 Fire damage at the start of each of its turns. On a success, the creature takes only half the damage and doesn't become Scorched. The Grenadier automatically fails this saving throw.

Gauntlet. Melee Unarmed Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 5 Bludgeoning damage.

Noxian Hand Grenade. Melee Weapon Attack, +5 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d6+2) Bludgeoning damage and 3 (1d4+2) Piercing damage. This weapon's critical is 19 x3.

A Risen Grenadier has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items:

Breastplate (Common).

Noxian Grenades (Uncommon Morning Star). This exotic Noxian weapon has an internal compartment filled with gunpowder. Upon landing a critical hit with it, it generates an explosion, forcing all creatures within a 5-foot radius of the target creature to make a Constitution saving throw (DC = 8 + Strength modifier + proficiency bonus), taking the weapon's damage as Fire damage on a failure and only half on a success. The creature that is the target of the attack, in addition to taking the weapon's damage, also takes the explosion's damage, without being able to make the saving throw to avoid this damage. Once this property is used, the weapon loses this property until its compartment is refilled with an amount of gunpowder equivalent to 1 GP.

Runic Pulse: Jade Pulse (1d6 Bludgeoning and Fire damage)

Runes: Bloodthirst, 1 use.

Twin-Blade Risen

CategorySoldier
CR5

Undead - Humanoid, Blood, Medium

HP37 (8d8+5)
AC16 (Armor)
DR
Proficiency+2
Initiative+1
Attributes
STR: 16+3
DEX: 13+1
CON: 14+2
INT: 9-1
WIS: 8-1
CHA: 100
Additional
Senses
Darkvision 60 feet, Passive Perception 9
Speed
30 feet of walking
Skills
Athletics +5
Languages
Noxian, Ochnun
Experience
Collective450
Individual168

Saving Throws: Strength +6

Damage vulnerability. Radiant damage and Physical damage from weapons coated with or made of silver

Damage resistance. Psychic damage, simple Physical damage, and Necrotic damage.

Damage immunity. Poison damage.

Condition immunity. Bleeding and Exhaustion.

Two-Weapon Fighting. The Twin-Blade Risen has 1 degree of two-weapon fighting, being able to wield a light weapon in each hand and attack with its bonus action, adding its attribute modifier to the attack.

Descycle. When reduced to 0 hit points, the Risen must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. This effect isn't triggered if it's destroyed as a result of sources that directly interact with the destruction of undead, such as the Spiritual Rite Acolyte's "Liturgy: Destroy Undead."

Crimson Flow. When the Risen deals damage, it gains 1 Blood Marker up to a maximum of 3; these markers can be used to activate specific characteristics. When it takes damage, the Risen automatically gains 2 Blood Markers.

Familiar with Death. The Risen has a natural volatility in its essence, having 3 Exposure points, but dealing 1 additional Necrotic damage on its attacks for each Blood Marker it has, and its AC and attack rolls increase by +1 for every 2 Blood Markers it has.

Reanimation. Upon reaching 0 hit points, the Risen can use its reaction to spend all accumulated markers and burst into a fury, gaining 4 times the number of markers as temporary hit points; while these temporary hit points are active, it deals double damage on melee and ranged attack rolls, and becomes immune to debilitating conditions. Once activated, this characteristic can't be used again.

Mastery - Scimitar. The Twin-Blade Risen is able to use the Mastery (Nimble) property when using a Scimitar.

Object Manipulation. The Risen is able to carry and wield equipment and can add its proficiency bonus to attack rolls made with that equipment.

Strike. Melee Unarmed Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 2 Bludgeoning damage.

Noxian Blade. Melee Weapon Attack, +7 to hit, 10 ft. reach, one target. On a hit, deals 7 (1d6+4) Slashing damage. This weapon's critical range and multiplier is 19 x3.

Crimson Fluidity (Recharge 5-6). Upon reaching its maximum Blood Markers, the Twin-Blade Risen can consume all its Blood Markers to make an additional Noxian Blade attack for each marker consumed in a single turn; the additional attacks don't add the attribute modifier to damage and don't receive the attack and damage benefits of the Blood Markers.

The Twin-Blade Risen has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items:

Noxian Arm Guard (Common). A buckler of Noxian origin.

Reinforced Armor (Uncommon). A Noxian leather armor reinforced with metal, functions as +1 Studded Leather Armor.

Noxian Blade (Uncommon). A +1 Scimitar of Noxian origin; this weapon deals only Slashing damage.

Runic Pulse: Agate Pulse (1d6 Slashing damage)

Runes: Bloodthirst, 1 use.

Risen Frontliner

CategorySoldier
CR5

Undead - Humanoid, Blood, Medium

HP64 (16d8+2)
AC17 (Armor)
DR1 (Armor)
Proficiency+3
Initiative+1
Attributes
STR: 16+3
DEX: 12+1
CON: 12+1
INT: 12+1
WIS: 100
CHA: 100
Additional
Senses
Darkvision 60 feet, Passive Perception 10
Speed
30 feet of walking
Skills
Athletics +6
Languages
Noxian, Ochnun
Experience
Collective450
Individual168

Saving Throws: Strength +6

Damage vulnerability. Radiant damage and Physical damage from weapons coated with or made of silver

Damage resistance. Psychic damage, simple Physical damage, and Necrotic damage.

Damage immunity. Poison damage.

Condition immunity. Bleeding and Exhaustion.

Descycle. When reduced to 0 hit points, the Risen must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. This effect isn't triggered if it's destroyed as a result of sources that directly interact with the destruction of undead, such as the Spiritual Rite Acolyte's "Liturgy: Destroy Undead."

Crimson Flow. When the Risen deals damage, it gains 1 Blood Marker up to a maximum of 3; these markers can be used to activate specific characteristics. When it takes damage, the Risen automatically gains 2 Blood Markers.

Familiar with Death. The Risen has a natural volatility in its essence, having 3 Exposure points, but dealing 1 additional Necrotic damage on its attacks for each Blood Marker it has, and its AC and attack rolls increase by +1 for every 2 Blood Markers it has.

Reanimation. Upon reaching 0 hit points, the Risen can use its reaction to spend all accumulated markers and burst into a fury, gaining 4 times the number of markers as temporary hit points; while these temporary hit points are active, it deals double damage on melee and ranged attack rolls, and becomes immune to debilitating conditions. Once activated, this characteristic can't be used again.

Mastery - Glaive. The Risen Frontliner is able to use the Mastery (Graze) property when using a Glaive.

Object Manipulation. The Risen is able to carry and wield equipment and can add its proficiency bonus to attack rolls made with that equipment.

Strike. Melee Unarmed Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 4 Bludgeoning damage.

Glaive. Melee Weapon Attack, +7 to hit, 10 ft. reach, one target. On a hit, deals 9 (1d10+4) Slashing or Piercing damage.

Bloody Whirl (Recharge 5-6). Upon reaching its maximum Blood Markers, the Frontliner can use an action to consume all its Blood Markers and make a spinning attack; creatures within a 10-foot radius must make a DC 13 Dexterity saving throw. On a failure, they take 1d10 Slashing damage and 1 point of Bleeding for each Blood Marker consumed. On a success, they take only half the damage and don't gain Bleeding.

Thorned Defense (Reaction). When targeted by an attack, the Frontliner can use its reaction to increase its AC by +1; if this causes the attack to miss, the attacker takes 1d4 Piercing damage.

The Risen Frontliner has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items:

Noxian Breastplate (Common). A Breastplate of Noxian origin.

Thorned Arm Guard (Uncommon). A Noxian buckler with spikes worn on the forearm; when a successful reaction with the buckler defends against a melee attack, the attacker takes 1d4 Piercing damage.

Noxian Glaive (Uncommon). A +1 Glaive of Noxian origin.

Runic Pulse: Agate Pulse (1d6 Slashing damage)

Runes: Bloodthirst, 1 use.

Risen Rebel

CategorySoldier
CR5

Undead - Humanoid, Blood, Medium

HP70 (16d8+6)
AC17 (Armor)
DR1 (Armor)
Proficiency+3
Initiative+0
Attributes
STR: 16+3
DEX: 100
CON: 14+2
INT: 9-1
WIS: 100
CHA: 12+1
Additional
Senses
Darkvision 60 feet, Passive Perception 10
Speed
30 feet of walking
Skills
Athletics +6
Languages
Noxian, Ochnun
Experience
Collective450
Individual168

Saving Throws: Strength +6

Damage vulnerability. Radiant damage and Physical damage from weapons coated with or made of silver

Damage resistance. Psychic damage, simple Physical damage, and Necrotic damage.

Damage immunity. Poison damage.

Condition immunity. Bleeding and Exhaustion.

Descycle. When reduced to 0 hit points, the Risen must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. This effect isn't triggered if it's destroyed as a result of sources that directly interact with the destruction of undead, such as the Spiritual Rite Acolyte's "Liturgy: Destroy Undead."

Crimson Flow. When the Risen deals damage, it gains 1 Blood Marker up to a maximum of 3; these markers can be used to activate specific characteristics. When it takes damage, the Risen automatically gains 2 Blood Markers.

Familiar with Death. The Risen has a natural volatility in its essence, having 3 Exposure points, but dealing 1 additional Necrotic damage on its attacks for each Blood Marker it has, and its AC and attack rolls increase by +1 for every 2 Blood Markers it has.

Reanimation. Upon reaching 0 hit points, the Risen can use its reaction to spend all accumulated markers and burst into a fury, gaining 4 times the number of markers as temporary hit points; while these temporary hit points are active, it deals double damage on melee and ranged attack rolls, and becomes immune to debilitating conditions. Once activated, this characteristic can't be used again.

Mastery - Greatsword. The Risen Rebel is able to use the Mastery (Graze) property when using a Greatsword.

Object Manipulation. The Risen is able to carry and wield equipment and can add its proficiency bonus to attack rolls made with that equipment.

Strike. Melee Unarmed Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 4 Bludgeoning damage.

Greatsword. Melee Weapon Attack, +7 to hit, 5 ft. reach, one target. On a hit, deals 12 (2d6+7) Slashing damage.

Crimson Cut (Recharge 5-6). As part of its attack action, the Risen Rebel can consume Blood Markers to increase the damage by one die for each marker consumed.

A Risen Rebel has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items:

Partial Plate Armor (Common). A Noxian medium armor.

Greatsword (Uncommon). A +1 Greatsword of Noxian origin; this weapon deals only Slashing damage.

Runic Pulse: Onyx Pulse (regeneration 2 at the start of each turn, recovers 1d6 at the end of the round if it doesn't take damage)

Runes: Bloodthirst, 1 use.

Risen Minotaur

CategoryElite
CR6

Undead - Humanoid (Minotaur), Blood, Medium

HP116 (27d8+8)
AC17 (Armor)
DR1 (Armor)
Proficiency+3
Initiative+0
Attributes
STR: 16+3
DEX: 100
CON: 16+3
INT: 7-2
WIS: 121
CHA: 6-2
Additional
Senses
Darkvision 60 feet, Passive Perception 11
Speed
30 feet of walking
Skills
Athletics +6
Languages
Noxian, Ochnun
Experience
Collective1,150
Individual431

Saving Throws: Constitution +6

Damage vulnerability. Radiant damage and Physical damage from weapons coated with or made of silver

Damage resistance. Psychic damage, simple Physical damage, and Necrotic damage.

Damage immunity. Poison damage.

Condition immunity. Bleeding and Exhaustion.

Descycle. When reduced to 0 hit points, the Risen must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. This effect isn't triggered if it's destroyed as a result of sources that directly interact with the destruction of undead, such as the Spiritual Rite Acolyte's "Liturgy: Destroy Undead."

Crimson Flow. When the Risen deals damage, it gains 1 Blood Marker up to a maximum of 3; these markers can be used to activate specific characteristics. When it takes damage, the Risen automatically gains 2 Blood Markers.

Familiar with Death. The Risen has a natural volatility in its essence, having 3 Exposure points, but dealing 1 additional Necrotic damage on its attacks for each Blood Marker it has, and its AC and attack rolls increase by +1 for every 2 Blood Markers it has.

Reanimation. Upon reaching 0 hit points, the Risen can use its reaction to spend all accumulated markers and burst into a fury, gaining 5 times the number of markers as temporary hit points; while these temporary hit points are active, it deals double damage on melee and ranged attack rolls, and becomes immune to debilitating conditions. Once activated, this characteristic can't be used again.

Mastery - Great Axe. The Risen Minotaur is able to use the Mastery (Cleave) property when using a Great Axe.

Object Manipulation. The Risen is able to carry and wield equipment and can add its proficiency bonus to attack rolls made with that equipment.

Battle Fervor. When the Risen Minotaur reaches half its maximum hit points, it can immediately let out a fierce roar; creatures within 15 feet must make a DC 16 Constitution saving throw or become Stunned for 1 turn. At the start of the creature's turn, it can repeat this saving throw to end the effect early. Additionally, the Risen Minotaur gains DR 7 while using this ability, and this bonus lasts for 3 rounds. This effect only occurs once per combat.

Horns. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 16 (2d12+3) Piercing damage. The Horns' critical multiplier is x3.

Strike. Melee Unarmed Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 4 Bludgeoning damage.

Bloody Axe. Melee Martial Weapon Attack, +7 to hit, 5 ft. reach, one target. On a hit, deals 10 (1d12+4) Slashing damage, and if the damage dealt is equal to or greater than 7, applies 1 point of Bleeding to the target.

Stampede (Action). If it moves at least 20 feet toward a hostile creature, the Risen Minotaur can make a melee attack roll as part of this movement; doing so activates the Pulverize effect.

Pulverize. When performing the Stampede, the Risen Minotaur's target must make a DC 16 Strength saving throw, becoming Prone on a failure. Immediately afterward, the Risen Minotaur can make an unarmed attack roll or one with a melee weapon it's wielding against a creature within 5 feet of it with a bonus action.

The Risen Minotaur has 3 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Risen Minotaur's turn, the number of charges returns to 3.

The Risen Minotaur can take an action and restore its reaction (if spent).

The Risen Minotaur can spend all or the rest of its movement.

The Risen Minotaur can repeat a saving throw against an effect affecting it.

Cost. When the Risen Minotaur repeats its saving throw this way, it loses 6 hit points.

Push. The Risen Minotaur makes a melee attack against the target's AC. If successful, it can choose between:

Knocking the target down, leaving it with the Prone condition.

Pushing the target 10 feet away from the Risen Minotaur.

A Risen Minotaur has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items:

Splint Mail (Common).

Bloody Axe (Uncommon). A +1 Great Axe. Dealing more than 7 damage with an attack with this weapon applies 1 point of Bleeding to the target creature

Runic Pulse: Onyx Pulse (regeneration 2 at the start of each turn, recovers 1d6 at the end of the round if it doesn't take damage)

Runes: Bloodthirst, 2 uses.

Risen Warmonger

CategoryParagon T4
CR6

Undead - Humanoid, Blood, Medium

HP155 (36d8+11)
AC17 (Armor)
DR1 (Armor)
Proficiency+3
Initiative+2
Attributes
STR: 16+3
DEX: 15+2
CON: 18+4
INT: 9-1
WIS: 100
CHA: 6-2
Additional
Senses
Darkvision 60 feet, Passive Perception 10
Speed
30 feet of walking
Skills
Athletics +6
Languages
Noxian, Ochnun
Experience
Collective2,300
Individual863

Saving Throws: Strength +6, Constitution +8

Damage vulnerability. Radiant damage and Physical damage from weapons coated with or made of silver

Damage resistance. Psychic damage, simple Physical damage, and Necrotic damage.

Damage immunity. Poison damage.

Condition immunity. Bleeding and Exhaustion.

Two-Weapon Fighting. The Risen Warmonger has 3 degrees of two-weapon fighting, being able to wield a weapon in each hand (as long as they don't have the Two-Handed property) and attack with its bonus action, adding its attribute modifier to the attack, even if neither weapon has the Light property.

Descycle. When reduced to 0 hit points, the Risen must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. This effect isn't triggered if it's destroyed as a result of sources that directly interact with the destruction of undead, such as the Spiritual Rite Acolyte's "Liturgy: Destroy Undead."

Walking Arsenal. A Risen Warmonger has weapons embedded in its body, carrying 2d4 Longswords and 2d4 Battle Axes, and can use its reaction when making an attack to make an additional attack with one of the weapons embedded in its body. Additionally, attacks with weapons from its arsenal gain +2 to hit and +4 damage.

Grow the Arsenal. When it takes damage from a melee weapon attack, the Warmonger can consume a Blood Marker and use its reaction to attempt to embed the weapon in its body, making an Athletics check opposed by an Acrobatics or Athletics check from the target, keeping the weapon as part of its arsenal on a success.

Crimson Flow. When the Risen deals damage, it gains 1 Blood Marker up to a maximum of 4; these markers can be used to activate specific characteristics. When it takes damage, the Risen automatically gains 2 Blood Markers.

Furious Burst. When it takes damage, the Risen Warmonger can consume a Blood Marker and use its reaction to force a burst of hemomantic energy on itself, generating a necrotic explosion within a 15-foot radius around it, taking an amount of unmitigable d8 damage of its choice between 1d8 and 8d8. Creatures in the area must make a DC 14 Constitution saving throw; on a failure, they take the same amount of d8 in Necrotic damage and become Paralyzed for one turn. On a success, the creature takes only half the damage and doesn't become Paralyzed.

Familiar with Death. The Risen has a natural volatility in its essence, having 4 Exposure points, but dealing 1 additional Necrotic damage on its attacks for each Blood Marker it has, and its AC and attack rolls increase by +1 for every 2 Blood Markers it has.

Reanimation. Upon reaching 0 hit points, the Risen can use its reaction to spend all accumulated markers and burst into a fury, gaining 4 times the number of markers as temporary hit points; while these temporary hit points are active, it deals double damage on melee and ranged attack rolls, and becomes immune to debilitating conditions. Once activated, this characteristic can't be used again.

Mastery - Longsword and Battle Axe. The Risen Warmonger is able to use the Mastery (Daze) property when using a Longsword and (Graze) when using a Battle Axe.

Object Manipulation. The Risen is able to carry and wield equipment and can add its proficiency bonus to attack rolls made with that equipment.

Longsword. Melee Martial Weapon Attack, +7 to hit, 5 ft. reach, one target. On a hit, deals 8 (1d8+4) Slashing damage

Battle Axe. Melee Martial Weapon Attack, +7 to hit, 5 ft. reach, one target. On a hit, deals 8 (1d8+4) Slashing damage

War Breath (recharge 4-6). With a bonus action, the Warmonger consumes 2 Blood Markers and recovers 3d10+5 hit points.

Push the Limit. When making an attack with a common weapon from its Walking Arsenal, the Risen Warmonger can deal 3 additional damage dice, but the weapon breaks immediately after the attack hits.

The Risen Warmonger has 3 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Risen Warmonger's turn, the number of charges returns to 3

The Risen Warmonger can take an action and restore its reaction (if spent)

The Risen Warmonger can spend all or the rest of its movement

The Risen Warmonger can take the Dodge action and challenge an enemy to attack it with a Persuasion check opposed by an Insight check, leaving the enemy Taunted

Cost. When the Risen Warmonger uses this ability, it loses 3 Blood Markers

The Risen Warmonger can repeat a saving throw against an effect affecting it

Cost. When the Risen Warmonger repeats its saving throw this way, it loses 6 hit points.

Resilience Points: 51 When the Risen Warmonger would fail a saving throw against any effect, it can spend 8 Resilience points to succeed instead. Additionally, the Risen Warmonger can use the effect below:

Determination: When a target makes a saving throw to resist an effect, the Risen Warmonger can spend 2 Resilience points to grant it advantage on the roll.

When looted, the Risen Warmonger has all the weapons from its Walking Arsenal, intact or broken if it used Push the Limit with them. Additionally, the Risen Warmonger has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items below:

Partial Plate Armor (Common).

Runic Pulse: Onyx Pulse (regeneration 2 at the start of each turn, recovers 1d6 at the end of the round if it doesn't take damage)

Runes: Bloodthirst, 2 uses.